NVIDIA Quadro P4200 Mobile

NVIDIA Quadro P4200 Mobile

About GPU

The NVIDIA Quadro P4200 Mobile GPU is a powerful and efficient professional graphics solution. With a base clock speed of 1227MHz and a boost clock speed of 1647MHz, this GPU delivers impressive performance for professional applications such as 3D rendering, CAD design, and video editing. The 8GB of GDDR5 memory and a memory clock speed of 1502MHz ensure smooth and responsive operation, even when working with large and complex datasets. The 2304 shading units and 2MB of L2 cache further enhance the GPU's capabilities, allowing for complex calculations and rendering tasks to be completed with speed and precision. With a TDP of 100W, the Quadro P4200 strikes a good balance between power consumption and performance, making it well-suited for use in mobile workstations. The theoretical performance of 7.589 TFLOPS ensures that this GPU can handle demanding professional workloads with ease, providing the computational power needed to deliver high-quality visual content. Overall, the NVIDIA Quadro P4200 Mobile GPU is a top choice for professionals who require a high-performance graphics solution for their mobile workstations. Its impressive specs, power efficiency, and reliable performance make it well-suited for a wide range of professional applications, and it is a solid investment for anyone in need of a capable mobile GPU.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
February 2018
Model Name
Quadro P4200 Mobile
Generation
Quadro Mobile
Base Clock
1227MHz
Boost Clock
1647MHz
Bus Interface
MXM-B (3.0)
Transistors
7,200 million
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
144
Foundry
TSMC
Process Size
16 nm
Architecture
Pascal

Memory Specifications

Memory Size
8GB
Memory Type
GDDR5
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
256bit
Memory Clock
1502MHz
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
192.3 GB/s

Theoretical Performance

Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
105.4 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
237.2 GTexel/s
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
118.6 GFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
237.2 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
7.437 TFLOPS

Miscellaneous

SM Count
?
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
18
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
2304
L1 Cache
48 KB (per SM)
L2 Cache
2MB
TDP
100W
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (12_1)
CUDA
6.1
Power Connectors
None
Shader Model
6.4
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
64

Benchmarks

FP32 (float)
Score
7.437 TFLOPS
Blender
Score
550

Compared to Other GPU

FP32 (float) / TFLOPS
8.147 +9.5%
8.022 +7.9%
6.814 -8.4%